@OctolingKing13 I feel like there should be costumes for every character that you get by completing quests such as win a Grand Prix at 200 cc or complete 200 mini turbos. Idk how to balance that but you get the idea 😅
@NinChocolate so something closer to Sonic Racing Transformed in regards to track design then? Not a bad idea, given that the booster tracks were sort of doing something similar with most of the Tour tracks.
@NinChocolate I have always thought it would be interesting to have the score points based on how close to the middle you finish rather than the top. I don’t know how you’d balance that because you could just sit at the end and not go through but I think it’s an interesting concept.
@Xenoblade-Fan Wreckfest-style. Only earn points while moving, with only a set amount of points across the whole track distance. Multipliers depending on position increase the points given.
Maybe this makes me a little mean-spirited, but I want more than any other feature for them to bring back the shorter invincibility after being hit that was basically a staple of the series before MK8. The current way invincibility is handled makes moments like that Get Mario Karted clip with Daisy nearly impossible, and on top of that you have cool but dumb strategies where good players will hit themselves in order to save time that they would lose getting hit by something else. To be clear, I don’t mind good old fashioned mechanical depth, but I believe a good game is fun for the dedicated and the casual players, and I think the current, longer invincibility makes it less fun in casual settings. For those chill sessions with friends, it’s fun to not take it too seriously and have a good laugh / be a good sport about getting hit by four items in a row and going from first to tenth.
My idea for handling retro tracks. You know how GCN Rainbow Road takes place above GCN Mushroom City but the actual Mushroom City track is just a small part of the city? You could have a situation like:
GCN Mushroom City 1 (the GCN track you know from Double Dash)
Mushroom City 2 (a new part of the city)
Mushroom City 3 (another new part of the city)
Mushroom City 4 (yet another new part of the city)
Each of the 4 tracks are playable in 12 player mode but there's a 24 player variant which combines the tracks in some way to be a longer course, kind of like what the Booster Course Pass did with Tour tracks but on a bigger scale.
Also this way, SNES for the first time since MKDS gets a decent amount of retro course representation considering Super Mario Kart already had multiple courses take place in the same area (e.g. SNES Mario Circuit 1-4, SNES Bowser Castle 1-3).
this looks so good, what a concept. and the cow! so excited ahhhh. i dont rly get why people are complaining abt the graphics cause they look stunning. WHAT AN OPENER NINTENDO WHAT AN OPENER
BRING NINJI INTO MARIO KART WORLD RIGHT NOW.
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Considering Nintendo are asking $30 less for a digital copy of Mario Kart World ($80 msrp if you purchase it separately) as a part of the Switch 2 bundle, it's fair to say MKW is positioned to pass MK8 in lifetime sales.
Assuming Switch 2 sells as well as OG Switch has.
Switch Physical Collection - 1,497 games (as of September 13th, 2025)
Switch 2 Physical Collection - 2 games (as of June 9th, 2025)
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Topic: Mario Kart World
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